[Tutorial] Elevators.

A compilation of tutorials for Sormaker

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[Tutorial] Elevators.

Postby Don Vecta » Wed Sep 07, 2011 12:10 pm

Okay, seems some people has problems with elevators alright so here are some basic advices in how to make them work properly.

And before anyone asks, unfortunately, the elevator goes only straight one stop, it cannot stop in between. And when it stops, after you beat all the remaining enemies, scene's over.

As a tip, try to make your elevators (layer 001 on fpg) that fit on your screen. unfortunately, the free roam camera doesn't seem to work so you'll be stuck in the same take forever. If you make a longer elevator than your screen, you'll be fitted in the middle of the layer automatically.

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To make an elevator work, your second layer (in the fpg the layer named 10) is the length of the elevator trip, so the taller the longer the stage will do. Zarzak also discovered that maximum length of the elevator is 10000 pixels height wise.
*IMPORTANT, BUG PROBLEM!*. If your elevator is going down, for a strange reason, the lift will stop midway your Layer 1 map (which is halfway of your scene). In order to have your elevator work as intended and reach the length you want to, make your fpg 10 layer double the height you want (say, you want to make it 3000 pixels then make the layer 6000 pixels with the lower half with nothingness or stuffing).
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Afterwards, it is important to put your layer 1's Scroll command (fpg 10) in Auto Up (if your lift it's going down) or Auto Down (if you're going up). If you have other background layers that you need to be scrolled along with your elevator, also put them on the auto up/down setting right as the layer 1, otherwise, it won't budge and you won't take off wherever you are. If you don't put the other layers on auto up/down, the layer will remain still on the screen.

Remember also to put your layers at the top if you're going down or at the bottom if you're going up.
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Now, usually the elevator will stay at ground (or top level, if you're going underground) in the first wave of enemies, which means, if you put all your enemies in Round 1 (only one way), the elevator won't budge and scene will be done without the elevator being activated. So, in order to make it work, it's necessary to have a second wave onwards so the fight takes part while the platform is moving.
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The game will move on until you reach the top of the layer 1 if going up, or halfway your way to the bottom if you're going down (that thanks to the stupid bug). If you haven't finished up all the enemies when you arrive to your destination, you must get rid of them in order to continue.

Also, as tip, if you want your elevator to start moving from the beginning, configure all your enemy waves from Round 2 onwards, this way your match will be on the move until you reach the top or bottom of your level. Remember, the elevator engine on SORmaker, sadly, was not designed to have multiple stops, it will be stopped either at the beginning or after it reached the end of the 2nd layer.

If you REALLY want to make multiple stops, you might have to divide your elevator stage in many scenes, which every scene would be the stops you want to place.

Hope this tutorial is handy for all of you.
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Re: Tutorial 3: Elevators

Postby charco » Wed Sep 07, 2011 1:54 pm

Nice idea for a thread Don. May I suggest adding screenshos with callouts for the buttons in Sormaker. I think a visual element to these tutorials would be very helpful. We could create these for other functions in the tool aswell.
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Re: Tutorial 3: Elevators

Postby Benny26 » Wed Sep 07, 2011 3:22 pm

The downward "Stop halfway-ish" bug i've been talking about has been reported by Zarzak also.
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Re: Tutorial 3: Elevators

Postby Iceweb38 » Thu Sep 08, 2011 3:28 pm

I'm not sure it's a bug, it could be related to the height of a background layer.
Also, thanks for the tutorial Vecta :)
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Re: Tutorial 3: Elevators

Postby Benny26 » Thu Sep 08, 2011 5:00 pm

Iceweb38 wrote:I'm not sure it's a bug, it could be related to the height of a background layer.
Also, thanks for the tutorial Vecta :)


I hope you're right and somebody figures it out because i've tried loads of stuff without a result.
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Re: Tutorial 3: Elevators

Postby Iceweb38 » Thu Sep 08, 2011 5:25 pm

Well, if I'm not mistaken and from what I have experimented, the elevator will stop when one of the layer has reached the top of its height.
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Re: Tutorial 3: Elevators

Postby Benny26 » Thu Sep 08, 2011 7:24 pm

Iceweb38 wrote:...top of its height.


That would apply to an upwards elevator. This 'bug' only comes on downwards elevators...with mine anyway.
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Re: Tutorial 3: Elevators

Postby Zarzak » Sun Sep 11, 2011 9:24 am

Benny26 wrote:
Iceweb38 wrote:...top of its height.


That would apply to an upwards elevator. This 'bug' only comes on downwards elevators...with mine anyway.


Yep, this is definitely true. Elevators will stop when the layer has been reached. But for some reason, as reported, going down causes it to stop at a seemingly random "near halfway" point.
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Re: Tutorial 3: Elevators

Postby Alex » Sun Sep 11, 2011 7:42 pm

Finally an elevator tutorial!
Thanks Don,now i can create my Elevator secret stage for my SorPlus mod!
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Re: Tutorial 3: Elevators

Postby Don Vecta » Mon Sep 12, 2011 1:40 pm

Well, now I tested myself in my own elevator. I marked the layer by "floors" and it has 40 stories overall. But yes, for a strange reason it stops in between 20 and 21... fffffff~! So any of you guys who made the elevator downwards found a way to solve this problem?
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Re: Tutorial 3: Elevators

Postby Benny26 » Mon Sep 12, 2011 2:16 pm

Don Vecta wrote:Well, now I tested myself in my own elevator. I marked the layer by "floors" and it has 40 stories overall. But yes, for a strange reason it stops in between 20 and 21... fffffff~! So any of you guys who made the elevator downwards found a way to solve this problem?


I tried a few things like tweaking the options and trying just one layer, then more than one layer --but nothing worked for me. In the end, all you can do from my eyes is either make the layer longer (but could really do with working out the stop ratio percent for accuracy), or just slowing the elevator down so it takes longer; I did a combination of these when i made my demo.

But yeah, It is really annoying, especially if your mod needs quite a few elevators.
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Re: Tutorial 3: Elevators

Postby Don Vecta » Mon Sep 12, 2011 2:55 pm

Okay, I found out the only way to bypass it is to double up the height of your elevator, and the bottom half fill it with nothingness or fluff.

Well, updated the first post tutorial with more details, bug explanation (and quick solution) and other details and tips. Right click on the image and put "view image" to see it fully with all the written tips on there.
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Re: Tutorial 3: Elevators

Postby charco » Mon Sep 12, 2011 3:08 pm

This is an excellent tutorial Don Vecta, the screens explain everything perfectly, good work. :)
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Re: Tutorial 3: Elevators

Postby Benny26 » Mon Sep 12, 2011 6:05 pm

So what's the "Doesn't seem to work" camera icon supposed to do then? :| ...or is it like a free-camera thing that's supposed to allow scroll side to side?

And nice update to the tutorial by the way. :)
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Re: Tutorial 3: Elevators

Postby Don Vecta » Mon Sep 12, 2011 6:41 pm

Benny26 wrote:So what's the "Doesn't seem to work" camera icon supposed to do then? :| ...or is it like a free-camera thing that's supposed to allow scroll side to side?


That's what it's supposed to be, most of the time it's greyed out, only when you put the tab of scroll in elevator seems to be activated, but sadly doesn't work for shit. My 001 base it's longer than a fixed camera length and still can't move neither to left & right.

so yeah, pretty much all your elevators must be for one screen only.

Oh, important! Also noticed that if you put an enemy to drop food during the elevator, it won't drop anything. Why? I don't even know. But this elevator part of the SORmaker engine it's way too bugged. :|
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